Enorats

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About Enorats

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    Spacecraft Engineer
  1. KSP Weekly: A Voyage in a Lifetime

    If I'm not mistaken, the Orion heat shield was changed following the initial test because they were worried it wouldn't stand up to interplanetary reentry. It's made of a different material entirely now. Don't quote me on that, but I seem to remember reading that somewhere.
  2. Steam asks which you want to start when you start it. A menu pops up with several options for me. Still, not sure why that would mean he couldn't use a certain mod. We all used tons of them before x64 came out. Also.. people still play the x32 version? Like.. what are they playing on, a fossil?
  3. KSP Weekly: The 9th Planet

    This may be historical.. but it's still Kerbal. Isn't the obvious solution to simply put the docking port over the capsule's exit hatch? I mean, sure.. it may throw off your CoM.. but you can rotate your engines a bit to account for that. It's not like they need that hatch anyway.. They're only getting out of the lunar module.
  4. KSP Weekly: The 9th Planet

    I have been desperately wanting a tiny 1.25 to .625 conical service bay since I started using a mod that had a 2.5 to 3.75 conical bay. All the bays are just too massive for any reasonable use on a craft, but something small like this is just perfect. Half the reason I use Kerbal Reusibility Expansion and dragon-like capsules is so I have that tiny hollow space in the fuel tank under the capsule to fill with odds and ends. Life support, science, batteries.. you name it. A half height 2.5m service bay would also be amazing, as would a very slender (quarter height?) 3.75m one.
  5. According to the last couple posts on that mod's thread the latest version on their github page is 1.3 compatible. Not sure why using steam would matter at all.
  6. Yeah, the later books are set in the future in the same alternate timeline. Book 2 was about manned mission to Titan I believe. They're only very loosely related.
  7. Such a good book. Excellent take on what realistically could have been had things gone a bit differently. Wasn't too impressed by the rest of the series though sadly. Gave up partway through book 2. Parts to make Ares would be incredible though. The Saturn V has been the backbone of my fleet so far in my 2.5x rescaled save. Even tried making a reusable one that would combine a spacex landing with Vulcan's proposed reusable upper stages before swapping to the larger parts in the Near Future ITS style pack.
  8. [1.3.0] Kerbalism v1.2.9

    Had to try a couple different sites to find one that wouldn't just freeze up and give errors when I tried pasting it. Am I not supposed to paste the whole thing? I deleted it prior to starting KSP, and paused the game moments after it started and the error showed up.. so it couldn't really get much smaller. https://gist.github.com/anonymous/7d0de493715a5404f6000db2d149241c In case this is all you need though, it's spamming this hundreds of times. Edit: Oh! The module in question contains two Planetary Base System adapter/structural parts that contained cryogenic fuels. I'd planned on using them as storage so that the ISRU units I'd sent earlier could make liquid hydrogen/oxidizer.. which was remarkably stupid now that I think about it, as they don't have the boiloff protection of the Near Future parts. Could these perhaps be the "KERBALISM.Background.ProcessCryoTank" mentioned in the log? Does the boiloff mechanic conflict with it somehow? I've never had any problems with that before, but I don't think I've ever warped with a crewed vessel carrying cryo fuels unloaded. - Confirmed. Hyperedited that module home, then replaced it with an identical version in which the cryo tanks are converted to normal lf/ox tanks. No problems anymore.
  9. [1.3.0] Kerbalism v1.2.9

    So, I'm having a really strange issue here. Several actually, though I think only one of them is really a bug. I've built a base on the Mun's northern pole.. was aiming for a peak of eternal sunlight sort of thing, but ended up in a pit of eternal darkness instead. The solar panels on my scout rover charged at the flat area I located, so I thought.. great! Built base over many days.. and then found that the base has long periods of darkness in which the sun goes behind mountains and the like, or dips just below the horizon. Panels stay lit, but they all say "occluded by vessel". At high time warp (the last two) it just gives me 50% charging at all times generally, something about being integrated over warp. After a number of strange power issues in which sometimes Kerbalism counted that power, and other times it didn't.. and life support failed, I just gave up and installed a Near Future reactor in the base. Well, actually I cheated and just "added" one of the small ones to the Planetary Base System's central hub to save on part count. Really didn't want to add another module section to the base. That solved the power issues. But, now everyone keeps dying of radiation. They've been there for 75 days and are sitting at like 15%, and several new arrivals are sitting at 5% from the trip through the belt. The base has a small amount of shielding, as I wasn't really sure how much to add or what exactly it would do. The base here is sort of a test to see what I need to do before going for something far out like Duna. Now here's the strange thing.. I can warp up to 1000 times (any higher and it warns me about power inconsistency) while the base is loaded and have no issues. But if I unload the base by going back to KSC, then warp (at all, any speed).. radiation percentages start rising stupidly fast. Within a couple of hours everyone is a radioactive puddle on the floor. It gets stranger though - If I reload the save (at KSC) from before the warp, either with F9 or the menu.. it happens again. Without warping. Over about 5 seconds the entire crew rises to 100% radiation and dies. Stress also rises slightly, from like 4% to maybe 7 or 8% before they all die. It's like Kerbalism is stuck on stupid high time warp when I'm not warping. Oh, and KSC is either floating above the ground or underground. Edit:Attempting to warp with a different vessel loaded (a satellite in high orbit) but the base unloaded leads to the same result. I can warp to x100 or x1000 for a second or two, then stop.. and the radiation/stress keeps rising until death for 10 or so seconds after I stop the warp. If I reload the quicksave I made with the vessel loaded, I appear on the Mun with the base.. but it's at 100% CO2, no pressure (how is there CO2 without pressure?), and my thousands of units of food/water/oxygen/nitrogen are all sitting at 0. Totally gone. Restarting the entire game allows me to load my save without the vessel's resources or crew doing anything strange.. but the moment I warp with the vessel unloaded the same thing happens again. Edit: So, after spending about 20-30 days at 1000x time warp with the vessel loaded (as that wasn't causing problems) a solar storm hits. The crew does not survive, so I reload to just after I got the warning it was incoming. Four of the six crew members climb into the Deep Freeze cryo module I'd sent for just this sort of emergency, and the other two have to evacuate in the evacuation capsule that was waiting in case the cryo module plan failed. They're going to make the return with like literally less than an hour to spare looking at the nodes.. time warp until they hit atmo, and wait.. what? The storm isn't any closer to hitting. It's still reading the 1 day and 3 hours it was reading before they left the Mun. Not sure what's going on, but time warp doesn't seem to be getting along with Kerbalism. Two weeks later, and that solar storm is still going to be here in 1 day and 3 hours. No clue what is going on anymore. Come to think of it, aside from the issues with power (which I'd think are normal, considering the bloody sun is dropping below the horizon).. all my other issues started immediately after I docked my lab/cryo module. The base worked just fine before that, but moments after docking that module everything went to crap. Could there be some incompatibility with DeepFreeze, or at least the Planetary Base Systems DeepFreeze part? Edit: Reloaded an earlier save where the lab/cryo module was still in orbit of the Mun and not yet landed/docked to the base. Warping with the vessel unloaded didn't harm the base, but the lab module's crew was rapidly irradiated. So, something about that module caused all this.. and the only thing special about it is that it had a DeepFreeze unit. Going to try reproducing this with DeepFreeze's own parts and see if it happens with other vessels. Results - Nothing. Everything works as expected. Hyperedited a pod with a lab, another with a planetary base cryo module, and another without either into Munar orbit.. all seem to handle time warps both loaded and unloaded just fine. I'm at a loss as to what broke in my main save.
  10. Edit: Found the answer. Altering the "Gameseed" value under ResourceScenario in persistent.sfs rerolled the entire system's resource distribution. Not quite what I wanted but as I have no other land bases just yet to worry about displacing with the nuclear option, it got the job done. I'm sure this has been answered before, but I can't for the life of me seem to be able to find anything on it. I'm using Kerbalism and scansat, and trying to set up a fuel refinery on the Mun (I'd use Minmus, but I despise super low gravity worlds, they make bases and rovers just.. unfun). Problem is, with Kerbalism if you don't have access to water you're basically SOL.. and scansat is telling me that there is no water anywhere near the poles where I'd like to set up shop (permanent sunlight). In fact, the only water is more or less at areas between the equator and poles.. making it less than ideal. I'd like to change that, but I can't seem to find anything that screams "alter this to add water to Mun's polar lowlands!" I assume it's in the save file, persistent.sfs. I've found a section for the Mun, with a SCANResources bit.. but it's all nonsense to me. Is this what I'm looking for, and if so.. what would I need to change to add water to the Poles and Polar Lowlands?
  11. Not sure what is causing this, but I noticed that when I'm building a craft in the VAB everything works fine.. until I add a greenhouse. The moment I click the greenhouse in the part menu my FPS drops down to a stuttering mess. Playable, but quite annoying. Discard the greenhouse, and it goes back to the normal smooth FPS. When loaded onto the launchpad it's better, somewhat. The difference between having a greenhouse and not is noticeable but not quite cringe-worthy. I've a pretty powerful PC (it's set up to run a Vive), and it normally handles KSP just fine.. so I can't help but think something must be wrong with this particular part. Edit: Just to be clear, it's the planetary greenhouse I'm having trouble with. The little greenhouse container (and kerbalism's greenhouse) work just fine. Edit 2: Oddly, today the part seems to be working fine. Nothing changed, so I'm not sure what was causing the problem before. In fact, where before it was causing massive lag as the only part loaded.. now I've got it sitting on a 2 million ton 146 part rocket with no problems at all. Though, now that I think about it I did change one thing (not that it's necessarily related). I disabled Kerbalism's part failure module because I got sick of pieces I couldn't possibly replace on my station having critical failures (or high quality solar panels that are supposed to last 20 years failing en route to minmus).
  12. One trick that I've found that makes docking super easy is to have one vessel face radial+ (away from planet) and the other radial- (towards planet). Mechjeb does a great job with this, but even the stock game's SAS works. Target+/- works too.. but things start wobbling as the two vessels get closer. Radial+/- changes very slowly as you orbit, and is unrelated to vessel seperation distance. You can then rotate the vessel to whichever orientation you want, and you've eliminated any problems with the docking ports not lining up because you've already put them in the same plane. Then you just move "up/down, left/right" to move the little purple "target" circle to the center of your nav ball, and then move the green prograde circle there too.. now you're lined up and just have to move forward with minute adjustments as you get closer and the navball predictions get more accurate.
  13. Well, I'm fairly certain anything I send up is going to work.. but for me, it's Max-Q. It's hard to be sure everything will fly correctly at that point. Switching to a landed base or time warping at one is also stressful because there's a high chance it'll just blow up. Biggest flaw in the entire game in my opinion.
  14. Adding storage should be easy enough. Just find a KIS part with storage, look through its .cfg (using a text editor like notepad) for the module that adds storage to the part, then copy that whole bit and drop it into this part's .cfg file. Edit the volume to your liking, save and play.
  15. Depends on what body you set them up on, like all science. If memory serves it's about what the experiments on your standard stock mun lander would net you, so maybe doubling the science gain from each "landed" biome.. minus surface samples. Personally I find they fit in well with the community tech tree, NEOS (an orbital experiment pack similar to this), and Kerbalism (which eliminates science lab science generation). That, and it feels more like "gameplay" than simply go here, press button to get science, go home. In more stock-ish games I tend to stop using most stock science entirely (to keep some challenge) and just rely on this and some of the other science mods that have better gameplay value.